Spartan Ops is awful. Between that and the multitude of issues in the multiplayer, I've had my last straw with this game tonight. Considering returning it or trying to get my roommate to purchase it again.
Here's a bunch of things that are bad about Spartan Ops, why I would not feel proud about being associated with it, and my armchair designer fixes.
1. Heavy reuse of the same environments. I understand that there is a huge time and memory constraint for having brand new environments. But there are a grand total of 9 environments. 9 environments for 50 missions. Each mission will, on average, be used 5 and a half(!) times. That's not including the times you run through it in campaign and/or multiplayer. Now there are ways to make the environments seem different, but Spartan Ops hasn't done that yet(and I do mean this with full offense, but I don't think any of the mission designers at 343 are capable of doing it given the lackluster campaign encounters).
For starters, don't choose an encounter that is linear in design. It forces only 2 options when reusing it. Ignoring another issue of Spartan Ops, the only two good missions have been the Valhalla Mantis one and the first Complex one. The first one of those two was only good because it was different from shooting a bunch of aliens and pressing a bunch of buttons. The second one was good, because there were multiple points to go to on the map, and there was more than one option of positioning. The subtle player choice improves the design by quite a bit. It also allows you to reuse it by blocking off areas of the map or providing a different incentive to move around like a power weapon or vehicle. On the downside these two encounters are also multiplayer maps.
2. Enemy introduction is the worst I have experienced in any FPS. This isn't an exaggeration or hyperbole. Promethean design gives them the ability to teleport. This mechanic is an interesting idea to change the encounters, but it is used so poorly in them. It has been used as the laziest way to introduce an enemy to an encounter. I made a
post earlier on about player mentality, enemy introduction, and how the player tackles a combat scenario. If a player can see all of the variables, they have a better understanding on how to tackle the encounter and as a result, victory feels more rewarding while the mentality of death feels more like "if I just did a little bit better, I could succeed." Prometheans teleporting in defeats the idea of a player seeing all of the variables, especially when they are teleporting in wave after wave.
For the Covenant, the returnable drop pods are poor introduction as well. It appears out of nowhere, and is gone fairly quickly. Compare these to the individual drop pods, which change the flow of the battle as well, by creating more cover for the player. Phantoms are much better when they are balanced properly. But as it stands, the main cannon on the Phantom acts as a flak cannon, preventing the player from engaging the enemy early. There is already enough of a barrier to the player when enemies are invulnerable while inside the Phantom.
How to fix it? Introduce Prometheans similar to how Sentinels are introduced in previous games. Give them a doorway, path, or tube to come from. This gives the player a choke point to attempt and initially defend. Then if the enemies are too powerful for the player, he/she can fall back. For the Covenant, it comes into reworking the Phantoms and reintroducing personal drop pods, while also giving them pathways to follow. These were aspects that were good before Reach's sandbox meddling, and if you can't implement it properly--don't implement it at all.
3. Make the objective more than pushing buttons. There's something that Halo CE and Halo 3's campaigns did right with objectives in encounters. The basic combat flow is i)stop the enemy from advancing, ii)push the enemy back, iii)chop of the enemy's head. This is shown heavily in missions like Silent Cartographer, AotCR, Sierra 117, The Ark, and many others. What this means is that at the end of an encounter, it should feel rewarding by either destroying a Brute Chieftain, a Banshee, or in general a tough opponent.
Halo 4's design in both campaign and Spartan Ops is to go from point A to button B, and kill every enemy along the way. There isn't a clear defense point at point A, nor is there a good sense of enemy defense at button B. It doesn't feel rewarding sweeping around the Valhalla base killing bullet sponge enemies, just so you can unlock the ability to push a button in the base.
In Valhalla for example, a different design that would work well is to start at one base and clear the enemies at the other. The catch is to defend both bases. If one gets overrun, it's not game over like the first mission this episode. This also works well into the focus on cooperative play. You could have two players stay back at the initial base to defend, but the trade off is that the other two players have a tougher encounter to attack. For solo players, it creates a scenario where the player goes on the offensive, but must go back on the offensive at the spawn base.
The blue lines indicate potential player movements. Include different incentives for the player to go one way over another, like a sniper, a vehicle, stealth, or a flank on the enemy. The red indicates the spawn and objective.
4. Enemy design is lackluster. This is more of a gripe with how enemies act alone and with other enemies. Knights have a multitude of issues with them. Firstly, there is no indicator to how much damage they have taken. Their shield is a faint blue that only changes when the shield is actually popped. They have animations that are difficult to distinguish and predict their next move. For example, the deploy sentry is very similar to deploy Watcher. The jump slash and the teleport slash are difficult to predict. The teleport has no clear position where they will deploy to. There isn't a clear headshot on them. You cannot tell what weapon they are holding until they fire it. You can't distinguish classes among Knights very well.
They all look nearly the same in game.
Watchers and Crawlers have clear design flaws as well. The only way to know if the Watcher is taking damage is if it folds up and flies away. Watchers have weapons while flying, which creates an enemy that can fire at you from any position. Watchers also generate turrets, regenerate Knights, and spawn Crawlers using the same animation. Their introduction by using slipspace ruptures is also poor. Crawlers have headboxes that are incredibly inconsistent. Both of these also disrupt the ability to defend by bypassing chokepoints, either by flying or crawling on walls. Now these are actually good designs when they come alone. It creates a different pace to an encounter, but when they come en masse the player can't control the 360 degrees of enemy movement, while the player is limited to two dimensions.
The disintegration effect is a neat way to clear enemies from the battlefield. It introduces a level of magic when the Watchers respawn a Knight. A way to counter this adds an incentive to using the Promethean arsenal. Killing a Knight with a Promethean weapon will disintegrate them, making them unavailable to be regenerated by the Watcher. Killing them using a standard weapon means they can be regenerated by the Watcher. This also changes up the order in which you kill Prometheans depending on the weapon you have. Knights need to have a clear distinction as to what they are holding. By changing what color the weapon is or changing what side the weapon is on allows the player to see if they should approach it from a distance or get them up close.
The Knight teleport ability should primarily be used for defense only or for re-positioning, never for attack. Still there is no way for the player to know where the Knight will teleport to. Teleporting works in multiplayer, because the input and output of the teleporter is known(one reason why Chiron is a frustrating experience). Give a blue orb where they will teleport to, similar to how it acts after they have teleported. Also, when the Knight teleports, it gives them enough time to regen their shields. When teleporting the Knight's shields should stop as if they taking damage. Their feedback needs to be more apparent; blue shields on the orange is a great decision, but it needs to be brighter and more obvious to how much shield is remaining. Make the head stand out more against the body. This will make headshots much more distinct.
For Watchers, give them a bit of a damaged look when they have taken damage. Give them a bit of destruction to their hover circles. Also, never give them a weapon. It has the same issue that Jetpacking in Reach(haven't tried it in 4 yet) where the higher enemy has a clear shot on the head, while the grounded player is forced to body shot. For the Watcher spawning Crawlers, make it a clear distinction that that is what they are going to do. For example give them the binary rifle effect and have them point at the ground whre they are going to spawn them. This allows the player to preemptively throw a grenade, either distracting the Watcher to throw it back or spawn the Crawler into the grenade.
Crawlers are a bit tougher to balance. Their main intent is to have them be a zerg-y unit where their numbers will overwhelm you. They succeeded in that, but they aren't fun. Mainly because their headbox is broken. A strange solution is to give them another point on their body where they can be one-shot. This would be a new and welcome introduction to Halo. Just for the fun of it, make it their butt, so when they flee or attack, they are vulnerable.
5. Only give enemies one hit kill weapons if they can be one hit killed by a default weapon. Knights with Binary Rifles or Incineration Cannons are not fun enemies to fight. There are a few exceptions to this, and that is if the player has advanced beyond enemies and it is the final part of an encounter. We could take an example using ODST. The last enemies in the final firefight are Fuel Rod Brutes and Hammer Chieftains. It was rewarding completing that because the firefight section ramped up to the final encounter.
Jackal snipers are a decent way of giving an enemy a one hit kill weapon, because they are vulnerable to a headshot that is given by the light on their head. On the other hand they aren't great because the sniper is an instant kill with no travel time. Everyone remember Sniper Alley from Halo 2. Not fun. Now giving shielded enemies such as the Knights an instant travel weapon like the Binary Rifle is even worse. Grunts with Fuel Rods are slightly better than that. There is travel time to the Fuel Rods, but for some reason on Legendary, the velocity of the projectiles is doubled. This is a step backwards. Incineration Cannons are the same way.
One thing the post-beta Focus Rifle was good for was giving the AI snipers a weapon that is fair to the player while remaining challenging. Also the Plasma Launcher was a weapon that the AI could also use that the player could avoid. Both additions to the sandbox are very welcome.
6. Characters, in-game story, and dialog are comparable to what I wrote in sixth grade. Characters like Palmer have already been driven into the ground a month after release. A good character will have backstory, motivations, intentions, and a general way of doing things. Palmer has... a dudebro way of doing things and that's about it. I guess there's a 4chan post about Palmer's relationship with her dad, but that's something else completely. Her motivations to being a Spartan are unknown. Her intentions are following orders of whatever the captain barks out is fairly one-dimensional. On the other hand Roland's intentions are clear: maintain the Infinity. His back story isn't known, but we know he has been on the Infinity. His way of doing things is very similar to Serina. His character is one that I really love after only dealing with him for maybe two missions in campaign and some in Spartan Ops.
The in-game story... oh boy... sucks. Why should I clear this base if I know that it's going to be attacked next week? Why am I pressing this button? Why am I blowing up this generator? How did the Covenant even get a generator here in the first place? The science team always shuts down their defenses. It doesn't make sense. In fact none of it has made any sense. There isn't a reason for Crimson to exist aside from cleaning up what everyone else is doing. We are the sloppy seconds of the Spartan world.
Dialogue is also bad. Eggheads. Hingeheads. Geeks. Nerds. Science team. That science allows you to exist Palmer. Without it, you might as well still be getting beaten by your 4chan created dad. So quit fucking insulting it. And Miller, they are called the Covenant. Not "the bad guys". I just don't understand how Palmer can go from, "if those freaks want to meet God, it's our duty to help them along" to "the geeks want you to recover this artifact"
7. Lack of customization is disappointing. Add skulls. Add points. Simple stuff.
8. I feel like I'm getting better episodic content from a
free Old Spice flash game than I am from a $60 Halo game. I seriously come back every Monday wanting to see what the new level is and what the story is. It's all parody, but it's great. I find myself quoting that more than I do any of the Halo 4 dialogue.
9. No incentive to stay alive. In fact there is actually incentive to die. You get ammo. And you don't have to worry about running out of lives.
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For anyone that went through that whole thing, I commend you. I highly recommend watching the Anatomy of Halo 3 series.
Here is one on design, and watching it, you'll notice a lot of what Halo 4 did wrong. The thing with me is that I feel that 343 had the potential to fix a lot of these things before the game came out. I also feel like for future Halo games they are going to have to step it up. Making a map of Seattle and having a Grunt pick where they are going to eat isn't a smart thing to do during crunch, especially given the game turned out.